Visually designing shader programs and effect files.
视觉设计着色程序和效果文件。
Fixed visual artefacts in building placing shader.
固定的视觉文物建筑放置着色。
I set a composition shader into the diffuse channel.
我在传播路径中设置一个构图着色器。
Fixed a visual error in Ocean shader texture lookup.
固定的视觉错误在海洋着色纹理查找。
This shader produces the effect of an exploding fireball.
这个材质产生一个爆炸的火球。
If you see a shader count of 1600, your GPU-Z version is outdated.
如果你的看到的是1600,那是因为GPU - Z版本太低。
Fixed: Afro hair showed hard edges on cutout, adjusted cutout shader.
固定:黑人头发显示器的硬边,调整抠图着色器。
Shader nodes implement material looks that you can apply to geometry.
材质节点使材料生效看起来像你涂抹到几何体。
I've started to configure my skin shader and tweak everything around.
我开始配置皮肤的材质并调整周边所有的东西。
If possible simplify your pixel shaders by moving code to vertex shader.
如果可能,为了简化你的像素着色器,把代码移动到顶点着色器中。
Class 6: we set up all the textures with the shader we set up last week.
课程6:我们在上星期设置了所有的材质贴图。
Read on for further options and other USES for this most excellent shader.
为了更多的选项以及这个非常优秀的着色器的其它用途请继续阅读。
Shader function defines what operations must be executed on a single vertex.
着色器函数定义了单个顶点上可以执行的操作。
A vertex shader consists of two parts: shader function and shader declaration.
顶点着色器包含两个部分:着色器函数和着色器声明。
Is the distinction between vertex and pixel shader necessary or even beneficial?
顶点和像素着色器是必要的甚至是有益的区别?
This pass also adds any lightmaps, ambient and emissive lighting from the shader.
此通道还负责渲染着色器中的光照贴图,环境光和自发光。
There is also a new shader architecture that can be applied to any control or element.
此外还有一个新的着色效果框架,可以施加到WPF中的任何控件和元素上。
Changed: Thickened female eyebrow texture to compensate for cutout shader change.
改变:加厚女眉纹理补偿器材质的变化。
The pixel shader computes a ray from the eye to the pixel being drawn on the quad.
像素着色起计算从眼睛到被画矩形的光线。
This way, not every person will be able to read and modify your vertex shader source.
使用这种方法,就不是每一个人都可以看到你的顶点着色源文件了。
This is a shader plugin to change the time value for the evaluation of another shader.
这是一个着色器插件,用于更改另一个着色器的评估的时间值。
For further details about shader performance, please read the shader performance page.
有关着色器性能的更多细节,请阅读的着色器性能页面。
Try to reduce the overall number of shader passes (Shadows, pixel lights, reflections).
尝试减少着色通道(阴影,像素灯光,反射)的全部数量。
We will model without image planes, while creating textures and efficient shader networks.
我们将模型没有像平面,同时创造纹理和高效的着色器网络。
I set the parameters of the shader to achieve the best result for the entrance of the cabin.
我调整了阴影的参数来达到最好的船舱入口的效果。
Now let's see how these registers and instructions are typically used in the vertex shader ALU .
现在让我们来看看在顶点着色运算器中这些寄存器和指令如何被典型的运用。
Vertices are read from the vertex data stream and are sequentially processed by the shader function.
从顶点数据流中读出顶点后,就由着色器函数来对其进行处理。
Class 7: For the face, the SSS shader will be covered and we show how we can adjust it in our scene.
课程7:对于脸,SSS材质将被覆盖,我们展示我们如何可以调整它在我们的场景。
The timeshift shader has the parameter "Data Name" to determine from which user data the offset is taken.
时间偏移着色器具有参数“数据名称”,以确定从哪个用户数据获取偏移量。
So if you send a triangle strip as a single primitive, what the geometry shader will see is a series of triangles.
所以当你将三角形带作为一个单独的图元输送给几何着色器时,它会将其视作若干个三角形。
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pixel shader
像素着色器